Difference between revisions of "Emotional Attachment"

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[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
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[[Category:Needs references]]
 
''The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.''
 
''The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.''
  

Revision as of 13:39, 2 May 2010

The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].

References

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments